What's the point of running Templar healers now? (PTS natch potes)

  • sneakymitchell
    sneakymitchell
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    @ZOS_GinaBruno Hats off to u Gina. Don't forget Templars got rush ceremony is a burst heal compare to the wardens. Wardens take skill to heal templars are just a simple healing class.
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
  • masterbroodub17_ESO
    Gomumon wrote: »
    Alchemical wrote: »
    If you play Templar because it's the objectively strongest healer and/or it was easy to play, well, then go play Warden for your easy mode flavor of the month. Then in a few patches it'll get nerf'd back into line and people will cry "Why even run a Warden when Templar is so much better now?"

    Sorry, I don't do this "flavor of the month" nonsense. I have a character that I've invested years of play into, that has high end achievements that I had hoped to continue to build on. Getting everything I needed for this character has been a daunting task for me. I've put way too many hours into this character to just sideline him and pick up another healer because ZoS decided to nerf me to hell & back to sell their DLC class.

    Our 4-man group has just completed some nice vet dungeons with only Ruins of Mazzatun remaining...and now I am to be told that we have to just suck it up with these changes, learn to how to respec our builds, farm new gear, learn new rotations, etc, just to continue to maybe be able to do the same content in the future that we're already doing today? Our tank will have to relearn how to block, have to farm new gear, have to manage resources that I can no longer give him. Our Stamblade DPS will decrease drastically, and he'll be out of resources too, likely also have to farm new gear. I think I'll pass on that. It's taken us months to get to this point. To start over does not sound at all appealing to me. I thought we really were accomplishing something, and I'm not sure I have the energy or motivation to start that process over again.

    It's akin to being in an abusive relationship...ZoS comes back in this thread after smacking us down and says "hey, we still love you, honest!", but it doesn't feel right to continue to throw money at them. The crazy thing is that I've already preordered Morrowind, and planned to check out the Warden as an alt...but not at the expense of losing my beloved main character's strengths & identity.

    Every game goes through major shake-ups throughout it's lifespan. In a game like this it's felt much more because of the amount of freedom you get. It has a price, and that price is that when even one skill is changed by something as small as 2% the entire meta shifts.
    It's the nature of the beast in a game like this, suck it up buttercup.

    I am not new to MMO's. Been playing them since UO/Everquest. This is the first time that I've felt this way about any DLC patches in all those years. I've had classes or abilities that were legitimately overpowered, and were rightfully adjusted. This is not that. Gaming is a very competitive market for our time though, and the beauty of it is I don't have to suck it up. I can simply cancel my preorders, unsub, and play something else that feels more rewarding and less dirty. So no, I don't have to suck it up. ZoS does.

    @ZOS_GinaBruno

    Another thing that has Templars fired up is this statement:

    "Group based buffs/synergies - Several of these abilities were near-mandatory in end-game situations and have been adjusted."

    Followed by these:

    Aedric Spear
    Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
    Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.


    Undaunted
    Mystic Orb (Necrotic Orb morph): This morph now increases the damage the orb deals.
    Necrotic Orb: The synergy from this ability and its morphs now restore Stamina or Magicka to the synergy-user, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Spear Shards synergy.


    Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.

    Once again, insulting our intelligence by claiming that "several" synergies & group buffs were "near-mandatory" in end-game situations and have been adjusted. Yet you didn't adjust "several" synergies and group buffs...you only adjusted Templar group buffs & synergies, removing Repentance altogether as a group buff, and bastardizing the Spear by putting it on same cooldown as the Orb. Why not just change the original statement to something along these lines:

    "Templars bring too much group buff & synergy utility to the table and are desired in end-game situations. Since healing Wardens will fulfill the same role, we've removed any reason to need to bring a Templar with you in those situations. Buy our expansion."

    TL;DR: I'm not meta anymore and I'm going to throw a fit over it.

    Welcome to Nightblades since forever.

    Why are you even here? You're not adding anything substantial to anyone's discussion, nor are you giving any sort of proper rebuttal. If you're fine with the changes, then have fun on the PTS. But continuously misrepresenting people's arguments is bordering trolling.

    It's simple enough to understand what I meant. Not every post has to be a page-long diatribe.

    If you want more detail I can simplify it for you. The meta *might* be changing to another healer and Templars are losing their ***. I feel no sympathy because plenty of other class/role combos are non-meta and have been for forever.

    In a game where you are granted this much freedom things change all the time. If you want tightly tuned classes and encounters that will never ever change by more than a few fractions of a percent look elsewhere. I mean that too, not trying to say eff off, just the truth.
  • Calandrae
    Calandrae
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    I am getting really tired of these insults: "Templars are just a simple healing class" etc.

    I wonder how many times us simple, privileged Templars that deserve to get nerfed to oblivion in your opinion have kept your asses alive and your resources going during the game?
    Edited by Calandrae on April 21, 2017 8:16PM
  • Dragnelus
    Dragnelus
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    Illurian wrote: »
    I understand that Major Mending was too common, but removing it completely from Templars, the only class that has an entire skill line dedicated to healing, makes no sense.

    Warden also got an entire skill line dedicated to healing! Its pts. Just make room for the warden! New classes always shine and warden got major mending dw! Just reroll
  • DanaDark
    DanaDark
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    Who brings healers along anyway!?

    Potions amiright?!?!?
  • SleepyTroll
    SleepyTroll
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    I don't understand though you nerfed the healing aspect of Templars but did not compensate by giving them buff in other areas such as dps. You don't want them to be healers but you don't want them to compete with the godly sorc/dk dps, or dk tank?
  • Shad0wfire99
    Shad0wfire99
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    Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.

    Regarding Necrotic Orb and it now sharing a cooldown with Spear Shards, there are a few key differences between these two abilities we’d like to touch on first. Spear Shards is significantly cheaper and easier to target. Additionally, with the Luminous Shards morph, the Templar can also get this resource restore for himself. This change was ultimately made to make all classes viable healers in concordance with the reduction to resources. If Templars were the only healers that could restore resources after these changes, they would be outrageously superior healers, and we want all classes to be viable in some way. With that being said, despite the changes we’ve made, Templars are still the best class to heal. We just had to make some adjustments so they weren’t far beyond the other classes.

    Lastly, the Ultimate ability we called out as having 28 meters is Rite of Passage, and that should’ve been 20 meters. Apologies for the typo and confusion! For what it’s worth, the Warden’s heal is only 8 meters. :wink:

    So, when can we expect an update on all the changes to enrage timers in trials due to this "cooldown?"


    XBox NA
  • Dragnelus
    Dragnelus
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    Templars are still the best class to heal. We just had to make some adjustments so they weren’t far beyond the other classes. :wink:

    So why do you give the warden a whole healing tree just to be laughed by templar?
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.

    Regarding Necrotic Orb and it now sharing a cooldown with Spear Shards, there are a few key differences between these two abilities we’d like to touch on first. Spear Shards is significantly cheaper and easier to target. Additionally, with the Luminous Shards morph, the Templar can also get this resource restore for himself. This change was ultimately made to make all classes viable healers in concordance with the reduction to resources. If Templars were the only healers that could restore resources after these changes, they would be outrageously superior healers, and we want all classes to be viable in some way. With that being said, despite the changes we’ve made, Templars are still the best class to heal. We just had to make some adjustments so they weren’t far beyond the other classes.

    Lastly, the Ultimate ability we called out as having 28 meters is Rite of Passage, and that should’ve been 20 meters. Apologies for the typo and confusion! For what it’s worth, the Warden’s heal is only 8 meters. :wink:

    I must admit it does seem a bit confusing. The templar next to me can repent and completely fill his stamina bar and that is ok. Good skill design. But then I can't. Or I could use it to heal myself and a friend, but then our tank gets no stamina.

    when it use to hit everyone it didn't matter. But now? You can actually hose your friends with it. Is this something we could see in other classes? When a sorc uses frags it locks out frags on all nearby sorcs for a period of time? Think of the.. fun?

    You took a unique skill and turned it into something for trolls to annoy people with. You cant honestly be happy with that.
  • SorataArisugawa
    SorataArisugawa
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    I am getting really tired of these insults: "Templars are just a simple healing class" etc.

    I wonder how many times us simple, privileged Templars that deserve to get nerfed to oblivion in your opinion have kept your asses alive and your resources going during the game?

    Skip it already! A nightblade, dragonknight or a sorc would have done the same, but because they didn't get the CORE-supportskills, they where never chosen to be healer. You and all the other templars, who are used be the one and only, are just not capable to accept that YOU ARE NOT THAT SPECIAL ANYMORE

    /rant
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  • Gandrhulf_Harbard
    Gandrhulf_Harbard
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    Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.

    Regarding Necrotic Orb and it now sharing a cooldown with Spear Shards, there are a few key differences between these two abilities we’d like to touch on first. Spear Shards is significantly cheaper and easier to target. Additionally, with the Luminous Shards morph, the Templar can also get this resource restore for himself. This change was ultimately made to make all classes viable healers in concordance with the reduction to resources. If Templars were the only healers that could restore resources after these changes, they would be outrageously superior healers, and we want all classes to be viable in some way. With that being said, despite the changes we’ve made, Templars are still the best class to heal. We just had to make some adjustments so they weren’t far beyond the other classes.

    Lastly, the Ultimate ability we called out as having 28 meters is Rite of Passage, and that should’ve been 20 meters. Apologies for the typo and confusion! For what it’s worth, the Warden’s heal is only 8 meters. :wink:

    Why design a system centred on fast paced fluid combat and then nerf to death the abilities we need to sustain that fast pace?

    The thinking behind these changes is purely illogical.

    99% of the time Repentance was NOT used a Heal, it was a Stamina Regen to enable the fast paced, fluid combat that YOU DESIGNED to be maintained.

    If you want to remove our ability to maintain fact paced, fluid combat then please redesign combat to be that static, tab targeted, boring combat that other games have.

    I am beginning to think that there's no one in the current Dev Team that actually plays, or understands what a Templar does.

    All The Best
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  • xaraan
    xaraan
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    Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.

    Regarding Necrotic Orb and it now sharing a cooldown with Spear Shards, there are a few key differences between these two abilities we’d like to touch on first. Spear Shards is significantly cheaper and easier to target. Additionally, with the Luminous Shards morph, the Templar can also get this resource restore for himself. This change was ultimately made to make all classes viable healers in concordance with the reduction to resources. If Templars were the only healers that could restore resources after these changes, they would be outrageously superior healers, and we want all classes to be viable in some way. With that being said, despite the changes we’ve made, Templars are still the best class to heal. We just had to make some adjustments so they weren’t far beyond the other classes.

    Lastly, the Ultimate ability we called out as having 28 meters is Rite of Passage, and that should’ve been 20 meters. Apologies for the typo and confusion! For what it’s worth, the Warden’s heal is only 8 meters. :wink:

    Well, this is simply full of wrong.

    I can see why you guys keep rolling out more problems than solutions.

    Templar will not be the best healing class since what makes a healing class great is overall support, not just pure HP heals. (Doesn't matter if you heal for 50K when people don't have 50k health). Other classes will have much more group support in other ways than templar, which will now essentially have only heals. Allowing repentance to at least give a portion of stam back would level the playing field for them. Not to mention half the time repentance is only useful after the biggest need is past - when stuff starts dying. Don't get me wrong, it can make a difference, but it's not a reliable heal for a big single target fight.

    The biggest thing, as others have pointed out - that's not how cool downs work. I'm not going to enjoy playing a game where sitting and waiting or holding a button down for a heavy attack constantly, it would just be boring. Not to mention the fact that playing in a group is fun because you can form strategies and work together in ways that help more than just yourself - this change and some others makes it so there is much less group synergy and in my opinion, makes grouping less fun. I love helping out my team by doing more than spamming a heal or a taunt while I worry about resources when I'm tanking or healing. Frankly, it's not looking like there will be much to offer unless you play very specific classes for certain builds.

    I'm all for making resource management an important issue, but you guys are going about it all wrong.
    Edited by xaraan on April 21, 2017 8:50PM
    -- @xaraan --
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  • Silver_Strider
    Silver_Strider
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    I'm fine with the changes honestly as good Templar healers will adapt and still perform well.

    Maybe the BoL nerf is a bit much, I'll concede that much, but as for Major Mending being removed, I don't see the big deal. You now have Minor Mending, which you can stack with Major from other sources, like Heavy resto attacks for more potent heals, which aren't even necessary most of the time as even after the nerfs to healing potency, they are still fairly substantial enough to clear content. "But Warden has Major Mending; that's not fair." Templar having a monopoly on stamina return wasn't fair either as it made them the hands down only healer people wanted in Trials and even in dungeons. Templars had way too many invaluable tools for end game that made all other healers practically obsolete. You could do it, sure, but if a Templar healer was available, majority of the time, you can bet that the group would take the Templar over the non-Templar healer any day.

    Orbs giving stamina was a much requested change as it now gives other healers a chance to get some actual consideration instead of the constant jabs like "If you wanted to play healer, you should've been a Templar." Shards still have the benefit of bring placed where they're needed almost instantly instead of having the travel speed of a snail and is still at the mercy of the environment that it'll even get to its intended target. Repentance changes just make it useless to healers but I'll guarantee at least 1 Stamplar out there is breathing a sigh of relief that they'll no longer need to worry about the healer popping Repentance when they're at near max stamina and considering how much harder sustain will be, every little bit is going to help them, not to mention it gives Stamplar a nice group heal for free while doing it so it gives them a utility, which is a GOOD thing. It just means 1 less skill you'll have on your healer hotbar.
    Argonian forever
  • Lore_lai
    Lore_lai
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    @ZOS_GinaBruno
    Then tell us how are stamina Templars supposed to sustain with this change if there are other Templar allies nearby?
    Do they get to fight it over who gets to repent? Please realize that this will not only create hostility, but also drive people away from having other Templars with them.

    I get that the goal is to encourage other classes but at this point it feels that this change will make people NOT want Templars if there is already a Templar in group because conflict on their only sustain skill.

    Any other class has an on-demand stamina management skill or passive tied to skill usage that they can use at any time - Dark Deal, Helping Hands tied to Earthen Heart ability usage and Battle Roar, Siphoning Attacks. All these skills can be used at any time, no conditional "you have to get a kill first" AND they have better in-class resource management passives.
    They can also use their sustain skills regardless of how many other of the same class use the same sustain skills.

    So what is a Stamina Templar supposed to do? Or, for that matter, a Magicka Templar in regards to their stamina sustain in PvP?
    And please don't say that a Stamina Templar is supposed to slot Luminous Shards in order to get stamina sustain from the synergy...
    Edited by Lore_lai on April 21, 2017 8:55PM
  • Calandrae
    Calandrae
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    I am getting really tired of these insults: "Templars are just a simple healing class" etc.

    I wonder how many times us simple, privileged Templars that deserve to get nerfed to oblivion in your opinion have kept your asses alive and your resources going during the game?

    Skip it already! A nightblade, dragonknight or a sorc would have done the same, but because they didn't get the CORE-supportskills, they where never chosen to be healer. You and all the other templars, who are used be the one and only, are just not capable to accept that YOU ARE NOT THAT SPECIAL ANYMORE

    /rant

    Are you serious? If you were all this time so envious to people who chose to play templars, why didn't you just make one yourself?

    This is not about "being special". This is about crippling a class. Maybe you enjoy to see it happening to others, I certainly don't and wouldn't wish it on any sorc, NB (that is too late unfortunately) or DK.

    It's difficult to understand people this spiteful exist.
  • Megabear
    Megabear
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    MattT1988 wrote: »
    I'll still run a Templar healer. It's not like it's going to be the worst healing class now, the other classes are just going to catch up a bit. I'll adapt.

    I just started the game and I'm still going to level a Templar healer. I'm betting Warden will be nerfed and Templar healer will remain the best healer. It's a pretty safe bet since that's what most companies have been doing. Sell sell sell, then nerf/buff.
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  • Miswar
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    Did few hours gameplay today and my oldest classes are magic and stamina templars.

    Just why the f is ZoS trying to destroy this class is beyond me.

    You don't want them to do dps? You don't want them to heal either? So wtf do you developers want?

    The Gina's response is this thread was just dollars, dollars, dollars and more dollars.

    Yes I'am pissed off since spend a lot of time to get that class sorted and now... well..
  • Khaos_Bane
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    We’d like to provide some clarity on why we made some of the changes we did, specifically to the Templar. Reading about some of these changes can be a bit jarring at first, and we highly suggest you to log onto the PTS to give it a try first-hand; this may help you see how everything works together and in context.

    First, we want to reiterate why we’re making these global changes to abilities and resource management (and most of this will sound very familiar if you read the PTS patch notes). Our combat system features fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is a core pillar of the system. Due to the number of balance changes we’ve made over time, this core pillar of resource management has become trivialized in that it’s become easier than ever to have nearly infinite sustainability while still being fully maximized for damage. The overall goal here is to have a combat system that reinforces decision making and resource management.

    With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.

    If you’re worried that there’s no reason to play a Templar over a Warden, or any other class, keep in mind that Templars have a stronger single target burst heal that’s easier to aim (Rushed Ceremony), they have a faster healing spammable ability with Healing Ritual, and their Ultimate heal hits targets in a 28m radius instead of 8 meters. In addition, have also have a free heal with Repentance, can cleanse allies with the Cleansing Ritual synergy and can remove 5 effects from themselves. Rushed Ceremony is also still the strongest heal in ESO, so Templars still have a lot going for them.

    Lastly, we know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments. This is one of the reasons we added CC immunities to monsters; when ESO originally launched, you could knock the same mudcrab down over and over. The balance changes we made in this update are aimed at making gameplay more interesting in all areas of the game.

    Again, we encourage everyone to hop on the PTS and give these changes a try in both PvE and PvP scenarios rather than just reading about the changes. Once you’ve had a chance to try everything out, we’d love to hear your feedback about what you played.

    Yeah Gina, just bad mechanics all around on the major mending buff. Heavy attacks take way to long and the DK damage shield is a light attack or 6 seconds.

    The Templar is nerfed almost every patch and is becoming quite vanilla or as wrobel says homogenized. Templar has no mobility had utility nerfed again and is going to play differently in a bad way.

    Tying resource generation to character level doesn't even make sense and makes build diversity less interesting. This game is a terrific game but the too easy or too hard content in combination with homogenized class abilities and slower play due to resource management is making the game slower pace and boring.

    If you are making changes please make it so builds diversity, speed of high action content and class uniqueness are more, not less. What is going on?
  • Shad0wfire99
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    These little "updates" basically repeating what was in the patch notes aren't going to put this fire out. @ZOS_GinaBruno


    XBox NA
  • Khaos_Bane
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    Megabear wrote: »
    MattT1988 wrote: »
    I'll still run a Templar healer. It's not like it's going to be the worst healing class now, the other classes are just going to catch up a bit. I'll adapt.

    I just started the game and I'm still going to level a Templar healer. I'm betting Warden will be nerfed and Templar healer will remain the best healer. It's a pretty safe bet since that's what most companies have been doing. Sell sell sell, then nerf/buff.

    Don't count on it, Templars have been nerfed patch after patch.
  • Calandrae
    Calandrae
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    Khaos_Bane wrote: »
    Megabear wrote: »
    MattT1988 wrote: »
    I'll still run a Templar healer. It's not like it's going to be the worst healing class now, the other classes are just going to catch up a bit. I'll adapt.

    I just started the game and I'm still going to level a Templar healer. I'm betting Warden will be nerfed and Templar healer will remain the best healer. It's a pretty safe bet since that's what most companies have been doing. Sell sell sell, then nerf/buff.

    Don't count on it, Templars have been nerfed patch after patch.

    Yup, and if it continues like this there won't be much left of the class. And it actually seems to make plenty of players happy, as hard as it is to grasp.
  • Khaos_Bane
    Khaos_Bane
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    Khaos_Bane wrote: »
    Megabear wrote: »
    MattT1988 wrote: »
    I'll still run a Templar healer. It's not like it's going to be the worst healing class now, the other classes are just going to catch up a bit. I'll adapt.

    I just started the game and I'm still going to level a Templar healer. I'm betting Warden will be nerfed and Templar healer will remain the best healer. It's a pretty safe bet since that's what most companies have been doing. Sell sell sell, then nerf/buff.

    Don't count on it, Templars have been nerfed patch after patch.

    Yup, and if it continues like this there won't be much left of the class. And it actually seems to make plenty of players happy, as hard as it is to grasp.
    I don't understand it either, people are fine with Mag Sorcs being an awesome class as I am as well. However, I also want the Templar to be a great class to play but a lot of people hate mag Templars for some reason. @FENGRUSH is always hating on magplars.
  • zaria
    zaria
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    ✭✭✭✭✭
    Khaos_Bane wrote: »
    Megabear wrote: »
    MattT1988 wrote: »
    I'll still run a Templar healer. It's not like it's going to be the worst healing class now, the other classes are just going to catch up a bit. I'll adapt.

    I just started the game and I'm still going to level a Templar healer. I'm betting Warden will be nerfed and Templar healer will remain the best healer. It's a pretty safe bet since that's what most companies have been doing. Sell sell sell, then nerf/buff.

    Don't count on it, Templars have been nerfed patch after patch.

    Yup, and if it continues like this there won't be much left of the class. And it actually seems to make plenty of players happy, as hard as it is to grasp.
    Yes, my templar is pretty much an pure healer, as I was unable to get any dps out of her compared with sorcerer main.
    Healing was also one of the thought then I created her back in 2014 as sorcerers could not heal.
    now the wheel has turned 360 degree but it don't seen like we make much progress

    work_in_progress_animation_by_olsen1a-d55daja.gif



    Edited by zaria on April 21, 2017 9:15PM
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • xeNNNNN
    xeNNNNN
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    I'm sorry this is getting ridiculous and has anyone play the PTS yet?

    nobody is allowed to confirm that they are testing the PTS due to the NDA and thus we cant speak about it either.
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • Aionna
    Aionna
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    Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.

    1. Repentance: you need to have a corpse to consume the essence so it isn't exactly free (you have to kill something-thus deplete resources ). Only one can consume a corpse ,so what happens when you have two or three templars, in a dungeon ,raid or pvp, who want stamina back? Also in a single target fight, you can't repent on anything - so again it isn't something you can use all the time. If they are so powerful why did you give betty netch to the warden - which is completely free and can be used all the time - provides a buff and cleanses?


    Edited by Aionna on April 21, 2017 10:22PM
  • SleepyTroll
    SleepyTroll
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    xeNNNNN wrote: »
    I'm sorry this is getting ridiculous and has anyone play the PTS yet?

    nobody is allowed to confirm that they are testing the PTS due to the NDA and thus we cant speak about it either.

    You can play and talk about the pts, you cant talk about about the closed beta portion ie the "Expansion" fyi.
  • Takis1979
    Takis1979
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    Anasion wrote: »
    Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.

    1. Repentance: you need to have a corpse to consume the essence so it isn't exactly free (you have to kill something-thus deplete resources ). Only one can consume a corpse so what happens when you have two or three templar in a dungeon ,raid or pvp who want stamina back? Also in a single target fight, you can't repent on anything - so again it isn't something you can use all the time. If they are so powerful why did you give betty netch to the warden - which is completely free and can be used all the time - provides a buff and cleanses?


    I totally agree, sometimes they should try play the game before writing
  • xeNNNNN
    xeNNNNN
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    xeNNNNN wrote: »
    I'm sorry this is getting ridiculous and has anyone play the PTS yet?

    nobody is allowed to confirm that they are testing the PTS due to the NDA and thus we cant speak about it either.

    You can play and talk about the pts, you cant talk about about the closed beta portion ie the "Expansion" fyi.

    You knew what I meant lol.

    I just mean whats currently on PTS thats under NDA. But I wasnt 100% sure what is and isnt considered the closed beta portion as ZoS havent really been that clear on it. Hense why a lot of people on the forums have been told off for already breaking their NDA. Albeit unintentionally.
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • Lieblingsjunge
    Lieblingsjunge
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    Lastly, the Ultimate ability we called out as having 28 meters is Rite of Passage, and that should’ve been 20 meters. Apologies for the typo and confusion! For what it’s worth, the Warden’s heal is only 8 meters. :wink:

    Well, okay, clarified; good. But there's still one point you didn't touch on: The Remembrance Nerf. Okay, I don't blame you - it could stack easily with Warden's Sleet Storm. But seriously - why remove it completely? Just make it so that Remembrance gives the healed targets + caster Major Protection(It can't stack with Pirate and it won't stack with Warden's). Problem solved. Just let me keep a ultimate that saves lifes, mhm?

    Edit: Quotes are hard, okay.
    Edited by Lieblingsjunge on April 21, 2017 11:27PM
    Ignorance is the greatest weapon of tyranny.
    PC - EU.
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    Officer/Sandwitch of Zerg Squad
    My title: The Maneater, Destroyer of Maneuvers, Bane of Potatoes, she who devours them, The Black Hole, the humorless, first of her name.
  • Dymence
    Dymence
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    xeNNNNN wrote: »
    xeNNNNN wrote: »
    I'm sorry this is getting ridiculous and has anyone play the PTS yet?

    nobody is allowed to confirm that they are testing the PTS due to the NDA and thus we cant speak about it either.

    You can play and talk about the pts, you cant talk about about the closed beta portion ie the "Expansion" fyi.

    You knew what I meant lol.

    I just mean whats currently on PTS thats under NDA. But I wasnt 100% sure what is and isnt considered the closed beta portion as ZoS havent really been that clear on it. Hense why a lot of people on the forums have been told off for already breaking their NDA. Albeit unintentionally.

    There has been a partial lift on the NDA, you can discuss existing classes and balance changes on the PTS. And when you talk about that, you basically say you're part of the testing crew, so I guess that falls under the partial lift aswell. You just can't discuss quests/morrowind/warden stuff outside closed beta forums.
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